I think we may be dealing with Missing Supertrope Syndrome, where there's a need for a trope describing a system of elemental strengths and weaknesses that don't necessarily create a full Tactical Rock–Paper–Scissors cycle in which each element has a clear advantage over one other element and clear disadvantage over one other while being of mixed or neutral effectiveness against the rest.
This is demonstrably a thing; for example, many works that include both Ice and Fire elemental affinities give them a Mutual Disadvantage relationship where each deals extra damage to the other, rather than one having an overall "paper beats rock" style advantage over the other.
Call that missing supertrope "Elemental Tactical Interactions" for the moment. The question then is whether the overlap between Elemental Tactical Interactions and Tactical Rock–Paper–Scissors is distinct enough to constitute a trope in its own right.
My gut instinct is to say that it's not, and that we should pursue Path A.
Examples that overlap with TRPS, Mutual Disadvantage, Elemental Absorption, etc. can be noted in the example text without requiring a strict sub- / supertrope relationship in which all examples of one trope must be an example of another.
Edited by HighCrate on Sep 10th 2019 at 7:43:53 AM
I vote path B, mostly because trying to merge elemental cycles back into Tactical RPS sounds like a pain.
Trouble Cube continues to be a general-purpose forum for those who desire such a thing.As I said in the trope page 4 years ago (has it really been 4 years since then?)
We need a lot of tropes here.
- The major just Elemental Weaknesses And Strengths trope which covers just that.
- Mutually Weak Elements enemies with Elemental powers that are 'opposing' each other are weak vs the other. IE Final Fantasy X where Fire vs Ice and Lightning vs Water are weak vs each other. SMT uses this as well.
- Then The actual Elemental Rock-Paper-Scissors trope, aka the pokemon triangle weakness system. Fire > Grass > Water > Fire. Personally I would rename it to more of a 'Circle Of Elemental Weaknesses. as many works use greater than just 3 elements. Naruto for example uses 5 elements.
Edited by Memers on Sep 10th 2019 at 7:48:03 AM
Disagree. The only one of those we actually need is the missing supertrope. Everything else is covered by some combination of that supertrope and/or existing tropes. There's no need to create a new subtrope for every such combination.
"It sounds like work" isn't a good reason for not doing this right.
Edited by HighCrate on Sep 10th 2019 at 7:51:57 AM
Ok, now that the thread is open, I'm adding a crowner here: https://tvtropes.org/pmwiki/crowner.php/PageAction/ElementalRockPaperScissorsPlans
I have also hollered a mod to link the crowner.
Edited by Kindle4Light on Sep 10th 2019 at 11:33:51 PM
(The first part of this—before the quote-block—is copy-pasted from my reply in the Ask the Tropers thread)
I'm inclined to think that, per Tropes Are Flexible, an example needn't have an actual cycle to fit the spirit of the trope. As I see it, the core idea here is that of "there are multiple elements, and they are related to each other by virtue of a given element being strictly better or worse than one or more others".
For example, imagine a system in which the elements form a chain, with element one being better than element two, element two being better than element three, and so on, but with the final element not being better than element one. In this case I would argue that it still fits the basic concept.
I might argue that this is a Rock-Paper-Scissors-style cycle, just with only two elements: instead of "Rock > Scissors > Paper > Rock", it's "Fire > Ice > Fire".
Thus, I suppose that my suggestion is to leave the trope as-is (both name and definition), but add a note to the definition indicating that an example doesn't have to be strictly cyclical to count. (i.e. I'm arguing for neither A nor B.)
[edit] I don't take part in these discussions very often, so if I may ask: if I want to ask for an addition to the above-linked crowner, should I just add it myself, or ask for the originator to add it?
Edited by ArsThaumaturgis on Sep 10th 2019 at 6:36:26 PM
My Games & WritingI agree with keeping it the same, but I don't agree that mutual advantage/disadvantage is a RPS scenario.
@ArsThaumaturgis: I was hoping that no one would suggest this option, though as long as there's clarity whether it's rps or not, I'm ok with this option.
I wouldn't mind if you added the option in yourself, but now that I've read it, I've added it in for you.
Edited by Kindle4Light on Sep 11th 2019 at 12:22:06 AM
Thank you for adding that! I've made a minor edit, if that's okay, just clarifying that the suggested position is that an example can be cyclical—it's just needn't be. (As you had it, it read to me a bit as though suggesting that an example shouldn't be cyclical.)
[edit] I suppose that this is one of the pitfalls of "exemplar work as a title"-naming: it incurs the question of which aspects of that work are relevant to including an example. (A bit like the question of what defines a "Roguelike". Some (like me) tend to be fairly flexible about the definition, while others prefer a closer adherence to the nature of the exemplar work.
... Which is an argument for "Path A", I suppose. While I'm still in favour of leaving the trope largely as-is, I'm not enormously opposed to renaming it.
Edited by ArsThaumaturgis on Sep 10th 2019 at 6:40:44 PM
My Games & WritingI would agree. I think the trope is fine, but the name might be misleading.
Current Project: The TeamAs requested in a holler, crowner is hooked.
she/her | TRS needs your help! | Contributor of Trope ReportIf the trope does not require a Rock-Paper-Scissors-esque cycle of strength / weakness to count, then 1.) it's got a non-indicative name, which should be changed, and 2.) it is not a Sub-Trope to Tactical Rock–Paper–Scissors and should not be listed as such.
Which says Path A to me.
Edited by HighCrate on Sep 10th 2019 at 10:46:05 AM
Honestly, I think that I would make the same argument for Tactical Rock-Paper-Scissors as for this elemental version: that an example needn't have a cycle to count; that the core concept is broader and more-flexible than that.
Thus, if we're going to rename Elemental Rock-Paper-Scissors, it might not be a bad idea to do the same for Tactical Rock-Paper-Scissors.
(Although again, I'm fairly happy with both names.)
My Games & WritingI'm fine with "not needing cycle", but with the caveat that it can count cyclical examples as well. I don't see why we can't have both in the same page.
But if that's the case, the trope needs a rename, as well.
We can never truly eradicate the coronavirus, but we can suppress its threat like influenzaThe fact that a game even has an elemental strength and weakness system in the first place IS a trope. Not every game has it, even RP Gs like Wo W and FFXIV DITCHED theirs.
Do note that most works do NOT have any kind of pattern with their weaknesses, random enemy x can have any elemental weakness in the game or even ALL of them. The Persona series is notorious in how their enemies just have no pattern to their weaknesses and strengths leading to a LOT of trial and error.
Having a cycle or even some kind of structure to their system is a subtrope. If this just a general trope, a Cycle Of Elements needs to be YKTT Wed as well as that is a trope by itself!
Edited by Memers on Sep 10th 2019 at 4:23:31 AM
Oh, of course! That's pretty much my position—my apologies if I gave the impression that I held that it excluded examples with cycles! ^^;
Do note that most works do NOT have any kind of pattern with their weaknesses, random enemy x can have any elemental weakness in the game or even ALL of them. ...
Having a cycle or even some kind of structure to their system is a subtrope.
Hmm... That's a good point, I think. I might suggest then that we have a supertrope called "Elemental Weaknesses" (or similar), and then "Elemental Rock-Paper-Scissors" as a subtrope of both that and "Tactical Rock-Paper-Scissors".
In a sense it could said that "Elemental Rock-Paper-Scissors" takes the otherwise-formless system that is "Elemental Weaknesses", and applies structure taken from "Tactical Rock-Paper-Scissors".
That said, I still think that the current definition for "Elemental Rock-Paper-Scissors" is fine—I just think that we may be missing a supertrope that's more general than even I'm interpreting "Elemental Rock-Paper-Scissors" to be.
Edited by ArsThaumaturgis on Sep 10th 2019 at 3:18:06 PM
My Games & Writing^ To be fair, I worded it wrong when I added the new option.
I think having a cycle can distinguish Elemental Rock-Paper-Scissors as an RPS from elemental weaknesses/resistances as the whole as by having a cycle, it ensures balance among Elemental Powers while one have a complete advantage over another.
However, when it comes to comparing Elemental Rock-Paper-Scissors, as an RPS, to Tactical Rock–Paper–Scissors, I don't think having Elemental Powers would be enough to distinguish the former from the latter.
I agree with ArsThaumaturgis for the most part. I don't think having a cycle is an important enough distinction to be its own trope. The important part is that elements have fixed interaction with each other.
I have played a few games where they have both "cyclical" and "opposite" style at the same time. Like one I remember is a mobile game called Dragon Knights which has Fire, Water, Wood, Light, and Darkness; and the interaction goes Fire > Wood > Water > Fire and Light <-> Darkness. Another game is Terra Battle 2 before the revamp, which has Fire > Ice > Earth > Ice, Wind <-> Thunder, Photon <-> Graviton, and then there are Darkness and Non-Elemental which have arbitrary interactions with the other elements (here's the full chart)
They're all under the same system, so listing half of them in a page and the other half in another feels unnecessary. Should we even mention Pokémon type system?
Honestly I'm fine with the current page (slightly bloated description aside), but I wouldn't mind renaming it to Elemental Interaction either. I do think we're missing a more general Elemental Strengths And Weaknesses supertrope, but any other actions are not necessary.
Edited by TrueShadow1 on Sep 11th 2019 at 12:17:01 PM
Hmm... It seems to me that such a balance is more a detail of a specific implementation than a distinction of type.
(Not to mention that I daresay that an non-cyclical example of such a system could be balanced in other ways, such as the cost to use a given element.)
I do think that the balancing effect of a cycle may be worth mentioning on the page, if it isn't already—it's a relevant point to cover in discussing such systems, I think.
I was thinking about that earlier myself. Either way, it seems to me that "Elemental Rock-Paper-Scissors" is pretty much just "Tactical Rock-Paper-Scissors, but with elements".
However, it also occurred to me that it is, I think, a particularly common form of "Tactical Rock-Paper-Scissors"—enough that merging the two would likely bloat the page considerably. In addition, that commonness makes it salient, and thus noteworthy, to my mind.
Edited by ArsThaumaturgis on Sep 11th 2019 at 4:28:35 PM
My Games & WritingThat's also implying that things even HAVE weaknesses. A lot of games have monsters with no weakness what so ever, only strengths especially late game bosses. Player Characters themselves too, especially if they are human. FFX uses mutually exclusive elements of Fire vs Ice and Water vs Lightning but that doesn't actually apply to the player ala Pokemon or SMT.
There are a lot of variables in Elemental Weakness And Strengths and they are all really tropable but this trope is currently covering everything.
Edited by Memers on Sep 11th 2019 at 8:56:22 AM
If it has to be a literal cycles, not even Pokemon would count. It has a few small rock-paper-scissors effects (like grass-water-fire), but the chart is so much more complex and varied than that.
Current Project: The TeamFrom what I see, the games you're mentioning are operating under two different systems:
- Pokemon style: A unit has an "elemental type", and this type decides its elemental strengths and weaknesses. All fire-type units will always be weak to water. All earth type units will take less damage from lightning. Exceptions are few, and are notable. This is what I think the current Elemental Rock-Paper-Scissors should be (no cycle needed).
- Shin Megami Tensei style: Each unit has its own elemental strengths and weaknesses, unrelated to anything else. A fire-using unit can be weak to ice, while another fire-using can resist it. A unit can be weak to all elements or resist everything if the game designers make them so. We don't have a trope for this yet.
So, my suggestion is to make an Elemental Strength And Weakness supertrope, with Elemental Rock-Paper-Scissors (with a possible rename) as the first system, and make another trope to cover the second system.
Edited by TrueShadow1 on Sep 11th 2019 at 9:53:51 AM
I think that I'd pretty much agree with this (and thus with a slightly weaker form of what Memers is suggesting). (Including the idea that the supertrope doesn't only cover elemental weaknesses, but also elemental strengths.)
My Games & WritingPokemon is the quintessential Rock–Paper–Scissors yeah, It is structured, balanced and literally Rock–Paper–Scissors and every element is part of at least 3 Rock–Paper–Scissors combos going at once. Rock Paper Scissors Lizard Spock◊ style.
The question I have is if a cycle greater than 3 ala Naruto fits as the super trope to Elemental Rock-Paper-Scissors, Tactical Rock–Paper–Scissors does NOT cover it.
And yeah works like SMT and Final Fantasy occasionally will dip into Logical Elemental Strengths And Weaknesses like water monsters might be weak to lightning but the freeform nature of the way the combat is set up its more just the player exploiting a weakness most of the time. There might be limited Mutual Disadvantage going on AT BEST.
then you can have like 3 weaknesses and 1 strength◊ or or be various levels of strong vs everything. And then it becomes trial and error or have to use use a Scanning Item to get anywhere.
Edited by Memers on Sep 11th 2019 at 10:32:36 AM
Crown Description:
Which path should we take in fixing this trope?
Past discussions: Mine, Inquiry in 2015
I have hollered my previous thread to be re-opened, but for being long expired, a mod advised me to start a new thread instead.
About this thread
I have an issue with the name of Elemental Rock-Paper-Scissors. The "Rock-Paper-Scissors" in its name suggest that one element is weak against another in a way that the whole system forms into a cycle. However, this is not reflected in the laconic or the long-winded description page.This inconsistency also expands to other pages too; while most don't treat Elemental Rock-Paper-Scissors like the cyclical relations between Elemental Powers as a require, Rock–Paper–Scissors in particular describes Elemental Rock-Paper-Scissors, together with Tactical Rock–Paper–Scissors, as a "X beats Y beats Z beats X" situationnote . Both Elemental and Tactical RPS has also both called Elemental RPS a sub-trope of Tactical RPSnote .
I have previously brought this up, and some tropers want this to be strictly cyclical, while creating a Super-Trope that's just about effectiveness from Elemental Powers. Others, however, find this too restrictive. As the result, I want the general conscious whether forming a cycle between elemental effectiveness should be part of Elemental Rock-Paper-Scissors or not.
Wiki-checks
Based on the checks done on 7 Jun 2019, of the 137 examples, 52 of them show an element being effective against another such that they all form into a cycle. However as it assumes that this trope requires effectiveness among elements to be cyclical, this check only accounts for this criteria. Plus with new examples added, I need a new wiki-check whether the example has an instant of an elemental effectiveness as well as whether they form into a cycle.- Naruto: Shows 5-elemental cycle.
- One Piece: Only shows a few example of an elemental being advantageous over another. No cycle present.
- Bleach: Only shows the relationship between 2 elements. No cycle present.
- Mobile Suit Gundam Wing: No description on effectiveness between any of the elements.
- Tokyo Mew Mew: No description on effectiveness between any of the elements.
- Yu-Gi-Oh! (first anime series): Referenced Eastern Elemental Cycle (Wu Xing)
- Fairy Tail: Described relationship between a few elements. No cycle present.
- Pokémon: Acknowledged elemental effectiveness. No cycle present.
- Tokyo Underground: Described relationship between a few elements. No cycle present.
- Saint Seiya Omega: Shows 5-elemental cycle.
- Chivalry Of A Failed Knight: Described a few elemental effectiveness. No cycle present.
- Ushio and Tora: Uses Wi Xing
- Soul Hunter: Shows 2 instances of elemental effectiveness
- Black Clover: Described various elemental effectiveness
- Rave Master: Demonstrates usages of elemental effectiveness
- The Qwaser of Stigmata: Shows examples of a (chemical) element power against an elemental group.
Tally: 16 examples, 12 show effectiveness only, 4 show cycle.Comics:
- Marvel Comics: generally describes an enemies having elemental power to be exploited
- Spider-Man: describes elemental weaknesses
- X-Men: describe an elemental effectiveness
- Incredible Hulk: described a character exploring his opponents' elemental powers
- Green Lantern: Described relationships between elements and ring colors, but no cycle present.
Tally: 5 examples, all showing effectiness, None showing any cycle.Fan Works:
- With Strings Attached: Describing one character using elemental powers against another using a different one.
- Sailormoon Millennia Trilogy: Only describing an element's effectiveness against another.
Tally: 2 examples, both showing effectiveness, none showing a cycle.Literature:
- Kaze No Stigma: Only described the elements' quirks.
- Xanth: Shows three elemental cycle.
- Codex Alera: Shows one element opposing another.
- Elemental Masters: Explains the elements' relationship between one another.
- Troubled Waters: Described elements and their traits. Uses Wu Xing as the template, but weaknesses might only by metaphorical.
- The Wheel of Time: Shows elements and how they work. No effectiveness shown.
- The Girl from the Well: Based on Wu Xing, 5-elemental cycle is stated.
- Journey to Chaos: Elemental effectiveness does not form into a cycle.
- The Bear, The Fire, and The Snow: 4-elemental cycle present.
- I Favor the Villainess: 4-elemental cycle is established, but overall effectiveness is played with.
Tally: 10 examples, 3 showing effectiveness, 5 showing cycle.Live-Action:
- Endurance: Cycle of 3 elements is described.
Tally: 1 example which has a cycle.Tabletop
- Ammo: Shows 2 sets of Mutual Disadvantages
- Feng Shui: Compares previous example
- Yu-Gi-Oh!: Dungeon Dice Monsters: Shows few cases of cycles formed from elements, though two of them are not made up of Elemental Powers
- Dungeons & Dragons: Shows 1 case of elemental cycle.
- Rolemaster: Only lists elements
- Magic: The Gathering: Only lists elements and what they do
- Master of Magic: Compares previous example
- Exalted: A cycle is present, but how they affect attacks is played with
- Illuminati!: Not even correct use.
- HERO System: No but yes in the form of special effects, but they do not form a cycle.
- Scion: Shows elemental relations, but no cycle present.
Tally: 11 examples, 2 have effectiveness, 3 have cyclesToys
- BIONICLE: Barely any elemental relationships.
- Battle Beasts: Has 3-elemental cycle.
- Fistful of Aliens: Has 3-elemental cycle.
- Gogo's Crazy Bones: Lists elements. No relationship between any of them explained.
- Star Monsters: No elemental relations.
Tally: 5 examples, 0 have just effectiveness, 2 have cycles.Video Games:
- Artix Entertainment: Only lists elements
- Angband: Only lists elements
- Arcana: Only shows an element's effectiveness.
- Arc Rise Fantasia: Lists elements, summarizes their effectiveness
- Azure Dreams: Shows 3-elemental cycle
- Castlevania: Lists elements, described elemental effectiveness
- Child of Light: Shows 3-elemental cycle
- Chrono Trigger: Shows 4-elemental cycle
- Chrono Cross: Shows 3 set of mutual elements. (Effectiveness in general)
- Dinosaur King: Does not explain how the elements form into rps (Effectiveness)
- .hack: Opposing effectiveness
- Epic Battle Fantasy: Lists elements, describe how elemenental effectiveness work in general.
- Eternal Darkness: Only lists colors and describe their abilities.
- EVE Online: Only lists elements
- Final Fantasy: Describe elemental relationship, but no cycle is formed. (effectiveness)
- Fire Emblem: Shows cases of elemental cycles
- Flight Rising: Lists out elements. Explained their general rule of effectiveness.
- Fossil Fighters: Shoes a 4-elemental cycle
- Freedom Force: Effectiveness played with
- Gladius: cycle present, but it should be under tactical instead.
- Golden Sun: Described varying effectiveness among elements.
- Granblue Fantasy: cycle present
- GrimGrimoire: cycle present, but should be in tactical
- Guild Wars: List elements and their quirks, as well as extra perks based on their effectiveness.
- Heroes of Might and Magic III: Described element's effectiveness.
- Hoshigami: Ruining Blue Earth: cycle present and described
- Jade Cocoon 2: Lists elemental and their properties, shows the first game having a cycle.
- Jump Super Stars: cycle present, but should be in tactical
- Kartia: The Word of Fate: cycle present, though elements may be too bizarre to count as elementals
- Kingdom of Loathing: Lists elements and state them to be in a cycle
- Kingdom of Paradise: Referenced wu xing (cycle)
- The Legend of Dragoon: Elements have opposing effectiveness
- Legend of Fae: 4-elemental cycle
- The Legend of Zelda: Breath of the Wild: Opposing elemental effectiveness.
- Lil' Monster: cycle of 4, but they're not Elemental Powers
- Little Master: cycle of 3, but they are not Elemental Powers.
- Lords of Magic: Only lists elements
- Franchise/Lufia: Only lists elements
- Luigi's Mansion: shows 3-elemental cycle
- Luminous Arc 2: sequal shows two sets of 4-elemental cycle
- Mabinogi: varying effectiveness
- Magical Vacation: Both cases have cycles
- MARDEK: 4-elemental cycle
- Mega Man Zero and series: two sets of 4-elemental 'cycle, though some should be in tactical
- Metroid Prime 2: Echoes: opposing effectiveness
- Mingsheng: refernced wu xing (cycle)
- Monster Hunter: varying effectiveness
- Perfect World: Referenced wu xing (cycle)
- Plants vs. Zombies Pinball: opposing effectiveness
- Pokémon: Explains type advantages, though a 3-type cycle is present in it
- Pop'n Magic: 3-elemental cycle
- Quest 64: 4-elemental cycle
- Quest for Glory II: 4-elemental cycle
- Scurge: Hive: Explains which element/method is effective against which class.
- Trials of Mana: only described Electricity's association with Air
- Septerra Core: 4-elemental cycle
- Shin Megami Tensei: Elements are effective against monster on individual basis.
- Skylanders: 8-elemental cycle
- Spectrobes: 2 sets of elemental cycles, though the former should be tactical
- Suikoden: 5-elemental cycle found
- Tales Series: Describes how elements work, include one instance of effectiveness
- Tears to Tiara 2: Shows 2 sets of cycle
- Terra Battle: Describes effectiveness
- Terra Battle 2: 4-elemental cycle present
- The Elder Scrolls: Describe elemental properties and statistical effectiveness among enemies
- The Tone Rebellion: cycle of 4 is present, though they are not elements
- Warriors of Might and Magic: 4-elemental cycle
- World of Mana: Opposing effectiveness
- World of Warcraft: Elemental effectiveness varies, no cycle formed
- Ys VI: Effectiveness present via indication
- Yu-Gi-Oh! Capsule Monster Coliseum: Describe an element(in the form of attribute)'s effectiveness based on opponent and its own terrain.
- ZanZarah: The Hidden Portal: Lists elements, but briefly describe that they have effectiveness
- The Denpa Men: Has 6-elemental cycle
- The Logomancer: Has cycle of 3, but they should be tactical.
- Yu-Gi-Oh! Reshef of Destruction: Shows two cases of an elemental cycle, but otherwise, the rest does not even show elements.
- Summoners War: Sky Arena: Cycle of 3 elements is present
- Gyromancer: Described elemental effectiveness, but does not go all the way whether it forms into a cycle.
- Tokyo 7th Sisters: Cycle of 5, but should be tactical.
- Moco Moco Friends: 3-elemental cycle present.
- Taming Dreams: Not enough info whether sentimancy uses Elemental Powers, but otherwise a cycle of 3 is seemingly played with.
- Rick and Morty: Shows a cycle of 3, with the list not being elements excused as it being a parody.
- Daily Life With Monster Girl Online: Shows cycle of three, but the should be in tactical.
- Club Penguin: Shows three-elemental cycle.
- Legend of Fae: Duplicate from above
- Video Game/Xenogears: Opposing effectiveness
Tally: 85 examples, 31 showing effectiveness only, 35 showing cycles.Webcomics:
- What's Shakin': Only describes element's effectiveness against one.
- Triquetra Cats: Only shows which characters use which elements
- Adventurers!: Not even used correctly.
- Slightly Damned: No context beyond a broken link.
- Bob and George: Only shows one element about to be effective to another.
Tally: 5 examples, 2 showing effectiveness, none showing cycle.Web Originals:
- RPS 101: Described each element having an advantage against one and weak to another, but no cycle is present. (Tactical instead?)
- Demon Thesis: Described elemental effects only.
Tally: 2 examples, 1 show elemental effectiveness, none showing any cycle.Western Animation
- Avatar: The Last Airbender: Describes relationship between elements as well as potential users. No cycle present.
- Teenage Mutant Ninja Turtles (2003): Shows a chain of one elements being effective on another, but it does not form into a cycle.
- Plants vs. Zombies: Describes elements being against each other
Tally: 3 examples, all showing effectiveness, none showing cycle.Final Tally: 142 examples, 55 show elemental effectiveness only, 50 show elemental cycle
Solutions
First and foremost: Transfer examples in Elemental Rock-Paper-Scissors that don't even show element's effectiveness into more appropriate tropes. While they are there, they are minor outliers unrelated to this problem. While I go deal with this, I need a majority vote on what to do next based on the following paths:Path A: Not-An-RPS (This trope does not require the elements to form into a cycle)
Path B: Is-An-RPS (This trope requires the elements to form into a cycle)
Edited by Kindle4Light on Sep 22nd 2019 at 11:13:53 PM